The other timed traffic light switch conditions (TM:PE) | Cities Skylines

Поделиться
HTML-код
  • Опубликовано: 5 янв 2025

Комментарии • 43

  • @Doddibot
    @Doddibot  2 года назад +13

    Apologies if you can hear some issues with the sound recording in this video, I think it's from my cheap USB dongle. I promise I'll stop reading about traffic lights and instead watch a tutorial about how to set up a microphone.

    • @jgreen2015
      @jgreen2015 2 года назад

      Literally been playing around with these over the past week trying to get my head around it... Didn't realise it didn't count pedestrians crossing!! 😡

    • @Doddibot
      @Doddibot  2 года назад +1

      @@jgreen2015 I think it may be because the flow/wait counters are actually counting vehicle length (as a ratio of segment length), and pedestrians have no dimensions in this game (which is why you can have over 1000 waiting at a single bus stop!).

    • @jgreen2015
      @jgreen2015 2 года назад

      @@Doddibot either way this was super helpful.
      Are you going to do a city build along series at any point? Would be cool to see all your tricks and tips put to use in that context

    • @LeeHawkinsPhoto
      @LeeHawkinsPhoto 2 года назад +2

      Dude, have you seen my first video? 🫣TERRIBLE audio quality! 😂 This was fine!

    • @jgreen2015
      @jgreen2015 2 года назад +1

      @@Doddibot weird realisation actually..
      If you have..say... A road with no grass connected to a road with grass you get that pedestrian crossing at the point the roads change
      If you put a standard vanilla traffic light in there (through the junctions tab) it actually does recognise pedestrians waiting and will stop traffic to allow them to cross
      (I use this a lot for bus stops on major roads. Make the segment where the bus stop is have no grass and you get a pedestrian crossing either side of bus stop so they don't have to walk to the next junction to cross)
      So the game must recognise pedestrians!
      I think it's just the TMPE mod that doesn't count them

  • @LeeHawkinsPhoto
    @LeeHawkinsPhoto 2 года назад +27

    WOW this is an EXCELLENT reference! I don’t know how I didn’t see this sooner 👍🏻 this should be part of the TMPE documentation, it’s so thoroughly researched and presented!

  • @WukeQuuet
    @WukeQuuet 2 года назад +10

    I have been looking for a video that explains timed traffic light and actually explains the other conditions instead of skipping over them. Thanks for the very informative video!

    • @Doddibot
      @Doddibot  2 года назад +2

      I'm glad I could help. It was indeed my intention to make videos for people who had already watched the existing tutorials other creators had made, but still wanted to learn something more advanced than those basics.

  • @TS_Mind_Swept
    @TS_Mind_Swept 2 года назад +5

    The preemptive light is amazing, I need to use that everywhere (so does everyone irl..)

  • @NewBuildmini
    @NewBuildmini 2 года назад +1

    So many switching possibilities. In real life, "vehicle-actuated" traffic lights continue the green light either until the gap between vehicles exceeds a gap setting, or until the maximum green time is reached.
    Phases without waiting vehicles can also be skipped, and when nobody is waiting, the junction can either stay in the current phase, revert to the main road, or revert to all-red.
    In the latter case, the traffic lights will instantly change to the appropriate phase when a vehicle approaches.
    I like the editing in this video, the phase visualizations in particular.
    4:40 This is essentially "semi-actuated" traffic light control, where the green time for the main road is fixed, and the green time on the side road depends on actual demand.
    In real life, this is useful when operating traffic lights in coordinated mode, as unused side road time can be transferred to the main road phase, which is useful for two reasons.
    The first reason, is that the cycle length of the intersection remains the same, maintaining coordination.
    The second reason, is that it benefits vehicles turning into the coordinated corridor, which would have otherwise had to wait at the next traffic light.

  • @CosmicFurFace
    @CosmicFurFace 2 года назад +1

    Encountered a link here in the TM:PE Discord server, and am so glad I followed it. I've been looking at "all those other" settings and wondering, but never really thought about them. Even if I had, this would've been an amazing video. Maybe I'll recommend it to Biffa, if he's not seen it...

  • @twocflyer7520
    @twocflyer7520 2 года назад +4

    Absolutely Brilliant! I have been waiting for a tutorial on these for a long time. Thank you for taking the time/research and effort to make this very well done, understandable, clear, intelligent and useful tutorial video!! Well done! Liking and subscribing in hopes for more!!

  • @NexuJin
    @NexuJin 2 года назад

    I have been looking for this! Was trying to look for a way to solve traffic piling up at a crossing without rebuilding or upgrading the crossing infrastructure itself (like a turnabout) or demolish part of the neighborhood to get space needed to increase lanes or manifest a turnabout. This crossing had 3 directions that were 2 lanes (1 was avenue with tram), the fourth direction was emergency and city services vehicles and trams only (service road for fire, police, clinic, tram shortcut to get into district's commerce area). I wanted to allow whenever a vehicle or tram was coming/waiting, to get priority for this service road. As well generally improving the traffic flow, which can be random at times where the most traffic was coming from. The pedestrian tips for an all red cycle was also nice tip, to make sure all pedestrian has finished their crossing before letting traffic flow rip again. Thus improving the safety aspect as well (not it matters for the game, but just looks nicer).
    Al tho I have seen some drivers (including trams and police) running through red lights before and after a light switch, must have to do with my 2% minor complaints settings in TMPE.
    So nice to see a crossing that was once red now just slightly orange. That one crossing was responsible for dragging my traffic flow to 70-ish procent. After with an 8-phase timed traffic lights is now 86%.

  • @eldathray9703
    @eldathray9703 10 месяцев назад

    one of the BEST CSL traffic videos I've ever watched!!! so informative, intriguing and a bit nerdy! :wink: absolutely love this!

  • @Jourdainist
    @Jourdainist 2 года назад

    I already knew how to work a timed traffic light but i wanted to touch up on what i may have missed and this is a great tutorial that shows and breaks it down. Great work!

  • @NeonsStyleHD
    @NeonsStyleHD 3 месяца назад

    Excellent video. Super informative and solved my traffic problems. Thanks

  • @PaulH-p5o
    @PaulH-p5o Год назад

    Just found this - oh my god thanks so much now i understand these better and can use them - really appreciated

  • @DesmondNZ
    @DesmondNZ Год назад

    Good video. Was looking for a clear explanation for these

  • @MinecraftShortsMann
    @MinecraftShortsMann 5 месяцев назад

    I don't comment often, but this is an AMAZING video

  • @etristram
    @etristram 9 месяцев назад

    This is such a great video, thank you so much!!

  • @tazerface7071
    @tazerface7071 Год назад

    Holy crap, this is awesome content! Great work! I'm subbing

  • @RunePenrod
    @RunePenrod 2 года назад

    I had no idea. I shall work on this later. Thanks so much! 💙

  • @funtimedavi
    @funtimedavi Месяц назад

    The trouble with TM:PE, is that it doesn't detect bikes and people, just motorvehicles. And would be cool if we could select which roads to count the flow (f.ex. when you put a right turn together, but isn't the main traffic in the phase), to give green for other roads if no flow is coming from one (like when in a direction there is no car coming, so you could allow left turns).

    • @Doddibot
      @Doddibot  Месяц назад +1

      @@funtimedavi True, and that's one reason a vanilla signalized crosswalk can be superior: vanilla lights can detect pedestrians.

  • @OviD11111
    @OviD11111 2 года назад

    Thank you! I have been looking for this for a long time.

  • @Pystro
    @Pystro 2 года назад

    The "no-one is waiting, wait=0" condition could be used on the highway ramp meter for the red phase (in conjunction with a 0s min time and 3s or whatever you want max time). That way the signal detects the end of a platoon and switches prematurely to waiting for another platoon in the green condition.
    I don't know why you'd want shorter gaps between platoons than between vehicles inside a platoon, but with this setup you can have that. The only situation I can see this being ACTUALLY useful is if the red phase of the ramp signal is also stopping pedestrians or cyclists ...somehow.

    • @Doddibot
      @Doddibot  2 года назад

      You're correct, I originally filmed this exact thing but when I noticed there was a bug I picked something else that would make the bug more obvious.

  • @Tim_Feuertal
    @Tim_Feuertal 2 года назад +1

    You should have more subscribers!!!

  • @vanLT
    @vanLT Год назад

    good explanation. but my problem is, i always put green on turn right, messed up the 'no one is driving' and 'someone is driving'.

  • @PizazN
    @PizazN 2 года назад +1

    fabulous!

  • @xLecon
    @xLecon 2 года назад

    Wow, great video!

  • @AccOriginal
    @AccOriginal 2 года назад

    Great info :)

  • @hackarma2072
    @hackarma2072 2 года назад

    Great video 👍

  • @RustyWalker
    @RustyWalker 2 года назад

    I wondered about those, but couldn't work them out.

  • @ZGreenGaming
    @ZGreenGaming Год назад

    cool ...thx for explanation